﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class IdleState : FSMStateBase
{
    protected override void OnEnter()
    {
        base.OnEnter();

        Debug.LogFormat("FSMState is : {0}", GetState().ToString());
    }

    protected override void OnUpdate()
    {
        base.OnUpdate();

    }

    protected override void OnLeave()
    {
        base.OnLeave();

    }

    public override EFSMState GetState()
    {
        return EFSMState.eIdleState;
    }
}